#version 330

layout(location = 0) in vec3 vertex_position;
layout(location = 1) in vec3 vertex_normal;
layout(location = 2) in vec2 texture_coord;

uniform mat4 mvp = mat4(1.0);

out vec2 st;

void main() {
	st = texture_coord;
	gl_Position = mvp * vec4 (vertex_position, 1.0);
}
